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Thread: Battle Fantasia: Combos, Strategy, Discussion

  1. #1
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    Now that the game is out, hopefully i'm not the only one that is taking a close look at the game.


    Ashley (homo).

    gameplay:
    main: setting up a juggle so you can do 236ABC (heat activation + diagonal beast cannon), then beast cannon combo

    sub: trying to land the 63214P command throw, which powers up 236A/C, which in turn sets up a juggle


    okizeme:
    Ashley is really good with basic high low throw oki because of his j.2C, which can be done very early in air for a pseudo-smalljump.

    1. knockdown, wait, instant j.2C forward (crossup without a hit), 2B,2C,236A
    2. knockdown, wait, instant j.2C forward (crossup without a hit), 63214A/C (has good range and easily snuffs people out of normals)
    3. knockdown, wait, instant j.2C forward (crossup without a hit), land, 2369ABC for an instant overhead into HEAT up combo (note: if you did this after a command throw, your 236A will still be powered up. combo is 2369ABC, 236B, j.236A, j.236B, land & wait, 236A -> since the last 236A is done on the ground, the extra hit effect from the command throw gets triggered.

    4. knockdown, wait a little longer, instant j.2C forward (hits as a normal jumpin), 2D,236A or any other combo of your choice

    5. use this one sparringly: knockdown, wait, jump up, late j.C,2C (hits overhead), 2D, combo
    6. see above: knockdown, wait, jump up, late j.2C (hits overhead), 2D, combo


    important normals:
    - j.D - excellent jumpin, quick, good "priority". since all jumpins have very long hitstun, it is easily hit confirmable into 2D, 236A or 2D, 236236B.

    - j.2C - this move delays your landing if done late in a jump, and shortens your jump significantly if done early. nice to set up an opponent who likes to gachi jumpins. long hitstun, see j.D

    - 2C - probably anti air, but very limited range.

    - 2D - very long range, combos into 236A.

    - 5D - again, long range, combos into most stuff, but is rather slow.


    important chains:
    2B,2C = low into a normal that combos into 236A/C or 236236B
    A,C = probably nice for hit confirm, or simply to combo from a fast normal
    C[1],6B = does not combo, not even vs. crouching opponent.

    edit: just found those on the faq from nohoho on gamefaqs:
    5A, 3D = not a combo.
    j.A,j.C
    j.C, j.2C = not a combo, but really evil when used as a jumpin. either a delayed overhead or crossup whiff, depending on your position when starting the chain.


    simple combos:


    2D, 236A - very long range, low combo. you will use it a lot, especially after jumpins.

    5A, 5C[2], 236A/C - 614 dam, techable

    2B,2C,236A/C - 555 dam, techable. you will use this one a lot as well - BnB after whiff crossup j.2C. rather short range.

    2B, 2C, 236236B - 975 dam, 1 stock

    2B,2B,2B,236236B - 850 dam, 1 stock

    6B[2] (overhead), 236A/C - 547 dam, techable

    5D, 236A/C - techable - good range

    5D, 236236B - 1 stock - good range

    j.2C or j.D, \/, 2C or 2D, 236A/C (hit confirmable) - 656 dam, techable
    j.2C or j.D, \/, 2C or 2D, 236236B (hit confirmable) - 1029 dam, 1 stock
    --> actually, 2D is 1f faster than 2C, and has more range, but only combos into 236A, not C. keep that in mind.

    623B/D combos into 236236A fullscreen.
    623B/D combos into heat up 236ABC in the corner.
    63214B/D combos into heat up 236ABC anywhere.
    powered up 236A/C combos into heat up 236ABC anywhere, but corner is tricky.

    5B[2] combos into 236A (5B is as fast as 2B, so i dont know if thats really useful)


    heat up setups / combos:

    standard heat combo: (zig-zag pattern, alternating between horizontal and diagonal):
    236A/C, 236B/D, short pause, j.236A/C, short pause, j.236B/D, short pause, 236A/C, 236B/D, whiff 236B/D (so that you land before your opp).

    63214B, 236ABC, j.236B, \/, 236A, 236B, j.236A, j.236B. techable. does 1324 dam on urs. works on everyone except coyori.
    for coyori: 63214B, 236ABC, j.236A, j.236B, \/, 236A, j.236B, j.236A.

    powered up 236A/C, 236ABC, ...

    j.2C,\/,2+ACD, 236A...

    corner: 623B/D, 236ABC, ...

    you can also add a 236236A at the end of a beast cannon combo, if you just landed from a 236B/D.


    6+gachi combos:
    fullscreen: 6 + gachi, j.D, \/, walk forward, early j.C[2],\/, 236236B/D - 1047 damage vs. urs, 1 stock


    infinite off of 6+Gachi:
    j.D (or C), \/, j.A, \/, (enemy & you need to be in the corner now), walk forward + C[only 2nd hit is allowed to hit) x N.
    Last edited by AtTheGates; 06-12-2008 at 09:34 PM.
    Running: Allows character to travel forward faster while on the ground.

  2. #2
    Moderator
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    frankfurt / Esslingen, Germany
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    japanese Battle Fantasia Wiki:

    http://wiki.livedoor.jp/fujipyon/d/FrontPage
    Running: Allows character to travel forward faster while on the ground.

  3. #3
    Thanks for starting such a needed Topic, AtTheGates. This game is definitely not receiving the attention it deserves. Your Ashley guide is pretty good, I'll try to make a Freed one in a similar way soon.

    Damn, this game is fun, the parry/gachi system is rewarding and you can even say it's balanced... give it a chance, lazy people!

    *currently trying to get anything out of the jap wiki *
    If your character has a hadullken, a dullgonpunch and dullrricane kicks, he is, hmm, dull.

  4. #4
    Moderator
    Location
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    i got some minor stuff out of the jap wiki, but i'm in no mood to type it up right now - net play was really disappointing. there is heavy input lag, unlike ggpo or 2dfighter, where there is practically none.
    i had about 2 seconds of input lag, which means i had to jump, then enter the combo without even seeing the jump yet.

    i'll try it once more with someone i have a good ping to, but other than that, i'll keep clear of netplay.

    that said, normal 2p on one playstation is of course another story, and i'll continue to post stuff etc.
    Running: Allows character to travel forward faster while on the ground.

  5. #5
    Its a shame 360 isnt backwards compatible, or else I would really give this game a shot.
    GGAC:
    BB:

  6. #6
    Well I guess I'll Post what i know about URS cause I am really enjoying this game

    Urs (The Hero!)

    Gameplay:
    Urs plays similarly to your standard shoto from street fighter 2. He has a strong zoning game. Easy(ish) combos good damage and a plethora of good normals make him a strong and balance character.

    Make sure you use his zoning game to your advantage. After knockdown start with the standard safe cross up , high, low, combo throw game we are all used to playing.

    Special note: urs throw has extra cool down time so don't whiff those throws!

    Okizeme
    Your standard high/low/throw game. Don't forget bating wakeup with Gachi can be important and Urs has strong Gachi combos. Urs has an overhead in 6c (can be charged to unblockable) and I believe his is 6b also an overhead. I prefer the 6c. Also j.b is his crossup and can be setup as a safejump most easily off of DP though shoulder tackle works, it's just harder to time.

    Important normals
    5b - nice standing poke goes foward a little chains into 6c overhead
    6b - i think this is the other overhead...
    2b - hits from a long way away and is fast. Can be used to punish hard to punish things. Also is the starter for most of your basic combos.
    5a - can be used as anti-air or just a general quick normal
    5c (close) - gives frame advantage on hit just an all around great normal I cancel into fireball on block alot to continue pressure
    5c (far) - kinda slow poke, but the range is good. I use it alot in the general footsie game. Cancel into fireball can be good.. watch out for 6+gatchi attempts and cancel into DP if they try it! (this won't always stop it but it can work.)
    6c - long range overhead. Kinda slow but mix it into your game. can be fully charged to unblockable but that will probably not happen except against newbies.



    Important chains

    2b into itself
    Also cahins into 2a... though I just use 2b cause it hits further.
    5b, 6c standing attack into overhead.. kinda gimmicky but can work.
    j.a, j.c... I don't use it but meh can be good against air gachi

    Extra Heat Chains(thanks Deadly Magneto from SRK
    5B, 2B
    5B, 5D
    5B, Far 5C
    5B, 2C
    Close C, 2C

    The Specials (thanks Nonoho or Currey Allergy)
    Barify Shot 236+A/C - The fireball! A goes slower travels less distance, C goes faster travels further. Lots of frame advantage when these hit you can combo a far c off it or a variety of other things. On block it seems decent as well.
    Barify Blade 623+A/C - The DP your basic dp move, the light one is quicker doesn't go as high the fierce one adds hits but won't always knockdown if you don't get all the hits. D one is super cancelable.
    Zero Yon Glide 214+B/D - Urs climes on his sword and flys foward. Hits multiple times. Fierce one goes further may take a little longer to startup. Safe on hit. Can be safe on block if distanced right. I've had the fierce one go over crouch blocking people and cross them up... but don't count on that cause then its punishable.... Overall its a very easy combo move and can be a decent poke due to quick startup.
    Onsoku Tackle 236+B/D - Very fast tackle! D one goes further... I don't quite understand if this is safe on block or not... I think I've been punished for it, but the timing seems really strict. This move will go through projectiles but not right away! It cannot be canceled into I believe. Counter hit wall bounces allowing for a juggle. Great heat mode starter!

    The Supers

    Ba-ku-o-n Roadmaster 236236+A/C - General combo super... not really a good reversal or anything but good for combos.
    Basilisk Burst 236236+B/D - kind of like a shinryuken... but it just is a hit. Has decent frame advantage on block but not really a good reversal. Limited combo oppurtunities. Damage isn't spectacular.... but whateva it is what it is.

    C-c-c-combosssss
    BNB
    1. Cr.b x 2 xx 214+lk (very easy combo doesn't knockdown decent for pressure, doesn't hit from the max distance of cr.bx2 but is safe on block if done from that far away.
    2. Cr.b x 2 xx 623+HP (easy enough but distance specific if your too far away it wont hit or the first hit will hit but the rest won't and it won't knockdown... though if this happens you can always super cancel into 236x2+p and get the roadmaster.....)
    3. Cr.b x 2 xx 236x2+p (basic combo into the roadmaster super nice basic hit confirm)
    4. Cr.b x 2 kara cancel third cr.b into 236+k (hard combo to time right, I miss it alot though I havent really practiced it.... Its his best combo imo as the knockdown is nice and it hits from the tip of the cr.b. Of course works from one cr.b as well if your trying to punish something)

    Punishment stuff
    cr.b is quick and hits from far away so this into roadmaster or shoulder tackle is optimal. If they whiff something big you can also try far c into 214+d or roadmaster... though the timing for C is hard since it's slow.

    anti-air stuff
    cr.C is godly anti-air and can be canceled into dp for an easy combo or if you wait a step you can also use the 236x2+k super (basilisk burst) but it's harder to time that way and the C won't always work cause it will often trade. st.a also can work for this purpose.

    Random pressure stuff... I do alot of far C into 236+c or 236+a for pressure.. if a random 236+c or a hits you can combo it directly into roadmaster or shoulder tackle if your fast. You can also do dash up c into roadmaster.

    Heat Combo
    basic heat combo off of like a gachi or just random heat activation is 236+b or d, 214+b, 623+c... alternatively after the 214+b you can try and tack on a cr.C or st.a and go into dp or basilisk burst if you have more meter.

    can also heat combo off a wall bounce D.... or counter hit 236+b or d

    Low gachi combo
    jumping C, 5b, far C xx roadmaster is what I do....

    Gachi combo without heat - j.c 2.c xx dp+c.. there may be something better but I don't really know.

    Theoretically....
    if you hit them with a counter hit tackle out of the air you should be able to juggle another tackle and then a dp.... but timing would be super tight.
    Last edited by Ross; 06-12-2008 at 03:48 AM.

  7. #7
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    there's a tutorial vid for URS on the jap wiki. combos are:

    close C actually links into 3D for knockdown.

    j.D, c.C, 214B - 662 dam. (no knockdown)
    j.D, c.C, 214D - 805 dam. (no knockdown)
    j.D, c.C, 623A - 759 dam, techable (but can knock down at least)
    j.D, c.C, 623C - 885 dam, techable ("")

    you can also kara cancel the 6C after 5B gatling.
    for example: 2B,2A,5B, 6C kara cancel into 236B or 23623A

    you can combo after basilisk burst
    - 5C, 236A for a techtrap.
    - 623A+B+D for HEAT up dragonpunch (knockdown & HEAT up, continue pressure)
    - another basilisk burst (only good when it's a kill combo)



    wow, everything i just typed up is gone. i think it was:

    counterhit 5D or 236B/D stuff:
    CH 236B/D or 5D, then:

    236B/D (techable)
    3D (knockdown)
    far C, 236A (if they tech, they land in the fireball - pressure string)
    23623B


    upper gachi drive combos:
    6G, j.D, \/, j.C, \/, j.D, techable

    6G, j.D, \/, j.C, \/, 623A[1 hit] - slightly better damage than above, techable

    6G, j.D, \/, j.C, \/, 5D - knockdown, better damage than above

    6G, jump back + heat, 214B, 236B, 214B, 236B, 214B, 623A - knockdown, 877 damage, 1 stock

    6+G+HEAT (yeah, that works), j.D, \/, j.C, \/, j.D, \/, 623A knockdown, 862 damage, 1 stock

    fullscreen: 6G, jump forward + HEAT, j.D, \/, walk forward, C, walk forward, D, 236B, 214B, 623A - 1075 dam, knockdown, 1 stock. fullscreen needed.

    some 6G combo from the end of the video (might be hard):
    6+G, heat up 236A, 214B, 623A - 1224 dam (!), knockdown, 1 stock


    lower gachi drive combos:
    fullscreen: 3+G, j.D, \/, 5B,5D,2D,3D, 214B - 808 dam, techable

    into corner: 3+G, j.D, \/, 5B,5D,2D,3D, 23523B - 1251 dam, knockdown, 1 stock

    into corner: 3+G, jump forward, HEAT, j.D, chain j.C, \/, 5B,5D,2D, karacancel C? into 236B, 214B, 623A - 1077 dam, knockdown, 1 stock

    HEAT up combos:

    c.C (vs. crouching opponent), link 236+B+A+C (heat up shoulder), 236A, 214B, 623A - 1372 damage, knockdown, 1 stock

    final clip shows that far C is hit confirmable into 23623A.
    Last edited by AtTheGates; 06-12-2008 at 11:48 AM.
    Running: Allows character to travel forward faster while on the ground.

  8. #8
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    i've done some experiments (i am a game tester and currently got nothing to do, so i had to vent):


    DEFENSE VALUES

    (higher means they take more damage, like in guilty gear)
    (important note: there is damage reduction once chars lose a certain amount of life. It only happens below 50% health in increasing amounts)

    watson: 1.3055

    coyori: 1.1318
    marco: 1.1058
    olivia: 1.0925
    odile: 1.0877
    cedric: 1.0833
    ashley: 1.08,22

    urs: 1.0

    freed: 0.9374
    face: 0.93465

    deathbringer: 0.85525
    donvalve: 0.7822


    how to calculate / how that even affects you:

    first of all, the HP values of all chars:

    watson: 2190HP
    marco: 2680HP
    cedric: 2830HP
    odile & dokurod: 3100HP
    coyori: 3150HP
    olivia: 3200HP
    urs: 3650 HP
    ashley: 3470HP

    freed: 4100HP
    face: 4440HP

    deathbringer: 5500HP
    donvalve: 6580HP

    since there is a damage modificator, it looks as if you do more damage to don valve than to watson if you use the same combo. However, if you look at how much % of the life bar the combo takes off, you can see that you do a lot more damage to watson than to donvalve. This is how the defense values were created (of course i did extensive testing).

    also note that some characters have more HP than others, but worse defense, so ultimately, the defense modifier is the important thing to look at.
    and also:
    always use the same enemy char in practice to avoid confusion. I suggest URS.


    DAMAGE REDUCTION
    (first testing, urs only, tested with single hits, inaccurate)

    - 49% health: 98% damage
    - 33,3% health: 89% damage
    - 20% health: 82% damage
    - 10% health: 68% damage
    Last edited by AtTheGates; 06-12-2008 at 01:41 PM.
    Running: Allows character to travel forward faster while on the ground.

  9. #9
    dope! Thanks for the extra stuff. The stuff I had is just stuff taken from general play. Interesting that you can link off close C to 3d.. I knew it had alot of frame advantage but didn't have the numbers for all the normals to know what worked. Another interesting thing is I didn't know couchers had more hitstun... thats good to know.

  10. #10
    Got to play a bunch yesterday, and yeah this game is really good. Unfortunately we were stuck with less than ideal converters and no hi-def, so hopefully should have that sorted out by next time.

    I'm maining Freed so far and possibly using Deathbringer and Olivia as extras. Anyone have some solid Freed Heatup combos yet? I'd found a few decent ones but nothing super reliable yet.

    Any:
    [4]6B, 2C [2]8C, [4]6C

    Mid:
    [4]6B, [4]6A, 2B [4]6A, 2B [4]6C

    Corner:
    [4]6B, [2]8A, [2]8C
    [4]6B, 2C [2]8C, [2]8C

    Gotta be better stuff than this though. His other combos are pretty strait forward it seems, mostly chaining into [4]6A or going for a mixup. Although I did notice you can do [2] 5C 8A/C just like you can with Venom, which might be useful for some advanced combos.

    BTW, anyone know what the difference is between Arcade and Consumer mode yet? I'm guessing they just removed the infinites but I didn't get to fiddle with it much.
    Last edited by Gwyrgyn Blood; 06-12-2008 at 04:53 PM.

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